plib-users Mailing List for PLIB (Page 36)
Brought to you by:
sjbaker
You can subscribe to this list here.
2000 |
Jan
|
Feb
(24) |
Mar
(54) |
Apr
(29) |
May
(58) |
Jun
(29) |
Jul
(675) |
Aug
(46) |
Sep
(40) |
Oct
(102) |
Nov
(39) |
Dec
(40) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(45) |
Feb
(23) |
Mar
(30) |
Apr
(64) |
May
(28) |
Jun
(61) |
Jul
(55) |
Aug
(35) |
Sep
(24) |
Oct
(23) |
Nov
(21) |
Dec
(67) |
2002 |
Jan
(98) |
Feb
(23) |
Mar
(13) |
Apr
(23) |
May
(43) |
Jun
(45) |
Jul
(54) |
Aug
(5) |
Sep
(56) |
Oct
(17) |
Nov
(53) |
Dec
(26) |
2003 |
Jan
(67) |
Feb
(36) |
Mar
(22) |
Apr
(35) |
May
(26) |
Jun
(35) |
Jul
(10) |
Aug
(49) |
Sep
(17) |
Oct
(3) |
Nov
(30) |
Dec
(10) |
2004 |
Jan
(12) |
Feb
(18) |
Mar
(52) |
Apr
(50) |
May
(22) |
Jun
(13) |
Jul
(16) |
Aug
(23) |
Sep
(21) |
Oct
(29) |
Nov
(6) |
Dec
(26) |
2005 |
Jan
(9) |
Feb
(19) |
Mar
(13) |
Apr
(19) |
May
(12) |
Jun
(8) |
Jul
(6) |
Aug
(10) |
Sep
(22) |
Oct
(3) |
Nov
(6) |
Dec
(17) |
2006 |
Jan
(10) |
Feb
(8) |
Mar
(5) |
Apr
(5) |
May
(6) |
Jun
(8) |
Jul
(8) |
Aug
(13) |
Sep
(2) |
Oct
(1) |
Nov
(9) |
Dec
(6) |
2007 |
Jan
(3) |
Feb
(4) |
Mar
(12) |
Apr
(2) |
May
(6) |
Jun
|
Jul
(22) |
Aug
|
Sep
(9) |
Oct
(13) |
Nov
|
Dec
|
2008 |
Jan
(1) |
Feb
(6) |
Mar
(2) |
Apr
(4) |
May
(15) |
Jun
(28) |
Jul
(8) |
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(1) |
2009 |
Jan
(5) |
Feb
(5) |
Mar
|
Apr
|
May
(3) |
Jun
|
Jul
(1) |
Aug
(1) |
Sep
|
Oct
|
Nov
|
Dec
|
2010 |
Jan
|
Feb
|
Mar
(2) |
Apr
(7) |
May
(4) |
Jun
(2) |
Jul
(5) |
Aug
|
Sep
|
Oct
(3) |
Nov
|
Dec
|
2011 |
Jan
(7) |
Feb
(2) |
Mar
(1) |
Apr
|
May
(4) |
Jun
|
Jul
|
Aug
|
Sep
(3) |
Oct
(1) |
Nov
(4) |
Dec
|
2015 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(4) |
Nov
|
Dec
|
2016 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(1) |
Nov
|
Dec
|
2017 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2019 |
Jan
|
Feb
|
Mar
(1) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
2024 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
From: Steve B. <sjb...@ai...> - 2003-05-13 21:20:22
|
Chris Palmer writes: > How active is PLIB development? It varies, sometimes we go weeks without significant contributions, sometimes there will be several in a day. > Are there folks > working on this nearly full-time, or is it just > "as needed" development? :) As needed - although some people use it in their full-time jobs. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Chris P. <ch...@ze...> - 2003-05-13 17:06:24
|
Hi... How active is PLIB development? Are there folks working on this nearly full-time, or is it just "as needed" development? :) -Chris |
From: Chris P. <ch...@ze...> - 2003-05-13 17:05:29
|
realized I forgot to answer this. SkyFlash wrote > Well, I am not an expert by any means, but that definitely looks > different than the animations in my ASE files. Is that transform > animation keys? Yes... I'm pretty sure those are transformation animation keys, which just specify that the object is transformed (rotation, in my case) at each key. As long as a ssgTransform is inserted in there, then this could be a usable animation technique. If I get deep enough into this project of mine, then maybe I'll write some code for SSG. :) -Chris |
From: Chris P. <ch...@ze...> - 2003-05-13 16:53:43
|
SkyFlash wrote > > If this animation data is not appropriate, how do I export > > the right kind of data? > > Ok, here is a pic of the settings we use to export: > http://www.ralf-mengwasser.de/files/aseexport.jpg Ahhh... I'm not looking at the options I use, but I think I was not using the "Force Sample" choice. Considering that you confirmed my suspicion that an "animated mesh" is the kind of animation needed, then this makes sense, since the exporter would only export meshes for each keyframe which wouldn't be enough useful data. I get it. :) > Use the ssgSelector and write your own animation package using it, its > much better and faster. ok, now that I know all the frames will be there, then using ssgSelector looks like a straight-forward method to animate. Many thanks for clearing that up for me... :) > Be aware it will contain recursive code, look at the examples. where are the examples? are they in the source distribution? I'm using the debian package, so I haven't seen the contents, yet... ;) -Chris |
From: SkyFlash <sky...@ch...> - 2003-05-13 09:39:20
|
> So... is this type of animation node not recognized by SSG, > or did I just not see the expected data in the print() > output? and, if it really did get loaded, how do I find it? > If this animation data is not appropriate, how do I export > the right kind of data? Ok, here is a pic of the settings we use to export: http://www.ralf-mengwasser.de/files/aseexport.jpg Well, I am not an expert by any means, but that definitely looks different than the animations in my ASE files. Is that transform animation keys? I don't think that works, I am exporting it too, but our usual animations or all mesh based, so "animated mesh" is really what you want I think. > I assume, I'll have to attach the object below an > ssgTimedSelector in order to control it. Though, I'd rather > have it work more like the way the Tween controller operates > and control any transformations smoothly between the > animation keys. :) Is that possible, or will I have to go > digging in the library to make changes? No thats not possible, but yes Id like that too. :P Thats like the most pressing feature missing, there may be a trick or a workaround though... I wouldnt use ssgTimedSelector though. I used that as well at first because I thought its an easy way to control the animations, but in fact, its not. Its not even working right. The ssgTimedSelector only works if you have it contain subnodes that contain the whole objects animation frames. Now, try creating a basic robot by placing a box as head, a box as body and two boxes as legs and then animate it and try to load it into PLIB. Look at the structure it has. It SHOULD have one parent ssgTimedSelector node and then the anim frames below that. Well, it won't, due to the ASE loader. In fact, it will be probably loaded exactly like you don't want it. But be your own judge. :P Use the ssgSelector and write your own animation package using it, its much better and faster. Be aware it will contain recursive code, look at the examples. |
From: Chris P. <ch...@ze...> - 2003-05-12 19:57:01
|
Thanks for responding so quickly. I neglected to say that I was seeing info in the ASE file that appeared to be about the animation sequence. Here's what it looks like. Near the top of the file, I see this info: *SCENE { *SCENE_FILENAME "Iris17.max" *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 120 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.00000000 0.00000000 0.00000000 *SCENE_AMBIENT_STATIC 0.00000000 0.00000000 0.00000000 } and for each object, I see this kind of info: *TM_ANIMATION { *NODE_NAME "Box07" *CONTROL_ROT_TCB { *CONTROL_TCB_ROT_KEY 0 0.00000000 0.00000000 -1.00000000 2.09439516 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 *CONTROL_TCB_ROT_KEY 19200 -0.08040479 -0.13120875 -0.98808873 1.00492001 0.00000000 0.00000000 0.00000000 0.00000000 0.00000000 } } So... is this type of animation node not recognized by SSG, or did I just not see the expected data in the print() output? and, if it really did get loaded, how do I find it? If this animation data is not appropriate, how do I export the right kind of data? I assume, I'll have to attach the object below an ssgTimedSelector in order to control it. Though, I'd rather have it work more like the way the Tween controller operates and control any transformations smoothly between the animation keys. :) Is that possible, or will I have to go digging in the library to make changes? Thanks again! -Chris SkyFlash wrote > You got to use the ASE exporter within 3d studio and export the > animation too, > then you can load it into PLIB. > > SkyFlash > > > > I've been studying PLIB/SSG for about a week now and > > intend on using it for a game I'm working on. I was > > able to get some models from 3DStudio to load in the > > ascii export format (.ASE) and display a scene created > > from some models. > > > > That part is all good. I'd like to use animations > > created from 3DStudio and the file loader description > > page said that animation is supported in the ASE format, > > but when I used the print() method (detail of 4), I was > > not able to find any animation info (several objects > > rotating in different directions in my test file). > > > > Can anyone give me any pointers on how to access > > animation data from an ASE file? Is that data ignored > > or does it have to be formatted some special way from > > within 3DStudio before it is exported? > > > > Many thanks for any help! > > > > -Chris |
From: SkyFlash <sky...@ch...> - 2003-05-12 16:37:39
|
You got to use the ASE exporter within 3d studio and export the animation too, then you can load it into PLIB. SkyFlash > I've been studying PLIB/SSG for about a week now and > intend on using it for a game I'm working on. I was > able to get some models from 3DStudio to load in the > ascii export format (.ASE) and display a scene created > from some models. > > That part is all good. I'd like to use animations > created from 3DStudio and the file loader description > page said that animation is supported in the ASE format, > but when I used the print() method (detail of 4), I was > not able to find any animation info (several objects > rotating in different directions in my test file). > > Can anyone give me any pointers on how to access > animation data from an ASE file? Is that data ignored > or does it have to be formatted some special way from > within 3DStudio before it is exported? > > Many thanks for any help! > > -Chris |
From: Chris P. <ch...@ze...> - 2003-05-12 09:10:44
|
Hi... I've been studying PLIB/SSG for about a week now and intend on using it for a game I'm working on. I was able to get some models from 3DStudio to load in the ascii export format (.ASE) and display a scene created from some models. That part is all good. I'd like to use animations created from 3DStudio and the file loader description page said that animation is supported in the ASE format, but when I used the print() method (detail of 4), I was not able to find any animation info (several objects rotating in different directions in my test file). Can anyone give me any pointers on how to access animation data from an ASE file? Is that data ignored or does it have to be formatted some special way from within 3DStudio before it is exported? Many thanks for any help! -Chris |
From: John M. <joh...@co...> - 2003-05-09 21:25:40
|
Hey, thanks, I'll give it a go. John On Friday, May 9, 2003, at 02:11 PM, mat the prophet wrote: > John- > > Let me be the first to welcome to the painful world of plib and OSX. > The good news is that I've done all the leg work to get this stuff to > work usefully with ProjectBuilder. Here are the specifics: > > 1.) Sounds like you need to replace any files with a .m4 extension > with the mac versions in /usr/share/autoconf/. Im pretty sure this is > how you get the build script to operate correctly. > > 2.) once the stuff is built you'll have a second problem which is that > gcc will not enjoy using the plib headers from /usr/include/plib/. > For some crazy reason, gcc wont treat them as c++ files and will try > to compile them as C which will miserably fail. I have two solutions > for this: > > A.) add every plib header to your ProjectBuilder target (make sure > they are located outside of /usr/include/ ) and compile away! > B.) Compile a framework target for those headers and toss it into > /System/Library/Frameworks and add it to the target. > > Ive compiled a framework for this stuff that handles all the header > stuff but your products wont be cross platform <shrug>. I can make > this public by early next week, or you can teach yourself how to make > frameworks (which is pretty cool actually). > > 3.) For your targets, after you've dealt with the header fiasco, > you'll need to add .a libs to the target also. Just go to "Add > Frameworks...", type in /usr/include/plib/ as the path, and select the > libs. > > Got all that? Its not as bad as it may sound, do it once and you'll > be a pro. Email me with any questions you might have, Im happy to > help. > > mat. > > > > On Friday, May 9, 2003, at 01:54 PM, John MacMullin wrote: > >> >> Any suggestions to get the configure to run to completion? Again, >> please understand that I am a complete novice with these things. >> Your patience is greatly appreciated. >> > > > > ------------------------------------------------------- > Enterprise Linux Forum Conference & Expo, June 4-6, 2003, Santa Clara > The only event dedicated to issues related to Linux enterprise > solutions > www.enterpriselinuxforum.com > > _______________________________________________ > plib-users mailing list > pli...@li... > https://lists.sourceforge.net/lists/listinfo/plib-users > |
From: mat t. p. <pr...@tt...> - 2003-05-09 21:11:22
|
John- Let me be the first to welcome to the painful world of plib and OSX. The good news is that I've done all the leg work to get this stuff to work usefully with ProjectBuilder. Here are the specifics: 1.) Sounds like you need to replace any files with a .m4 extension with the mac versions in /usr/share/autoconf/. Im pretty sure this is how you get the build script to operate correctly. 2.) once the stuff is built you'll have a second problem which is that gcc will not enjoy using the plib headers from /usr/include/plib/. For some crazy reason, gcc wont treat them as c++ files and will try to compile them as C which will miserably fail. I have two solutions for this: A.) add every plib header to your ProjectBuilder target (make sure they are located outside of /usr/include/ ) and compile away! B.) Compile a framework target for those headers and toss it into /System/Library/Frameworks and add it to the target. Ive compiled a framework for this stuff that handles all the header stuff but your products wont be cross platform <shrug>. I can make this public by early next week, or you can teach yourself how to make frameworks (which is pretty cool actually). 3.) For your targets, after you've dealt with the header fiasco, you'll need to add .a libs to the target also. Just go to "Add Frameworks...", type in /usr/include/plib/ as the path, and select the libs. Got all that? Its not as bad as it may sound, do it once and you'll be a pro. Email me with any questions you might have, Im happy to help. mat. On Friday, May 9, 2003, at 01:54 PM, John MacMullin wrote: > > Any suggestions to get the configure to run to completion? Again, > please understand that I am a complete novice with these things. Your > patience is greatly appreciated. > |
From: John M. <joh...@co...> - 2003-05-09 20:54:56
|
I am in inexperienced UNIX user and I am trying to get plib 1.6.0 to build under the MAC OX. 10.2.6. I entered the following in the Unix terminal. [ip68-3-13-109:~/Desktop/plib-1.6.0] johnmacmullin% ./autogen.sh Running aclocal Running automake Running autoconf ====================================== Now you are ready to run './configure' ====================================== [ip68-3-13-109:~/Desktop/plib-1.6.0] johnmacmullin% ./configure checking for a BSD compatible install... /usr/bin/install -c checking whether build environment is sane... yes /Users/johnmacmullin/Desktop/plib-1.6.0/missing: Unknown `--run' option Try `/Users/johnmacmullin/Desktop/plib-1.6.0/missing --help' for more information configure: WARNING: `missing' script is too old or missing checking for mawk... no checking for gawk... no checking for nawk... no checking for awk... awk checking whether make sets ${MAKE}... yes includedir changed to ${prefix}/include/plib libdir is ${exec_prefix}/lib checking for gcc... gcc checking for C compiler default output... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for executable suffix... checking for object suffix... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for style of include used by make... GNU checking dependency style of gcc... gcc checking how to run the C preprocessor... gcc -E checking for g++... g++ checking whether we are using the GNU C++ compiler... yes checking whether g++ accepts -g... yes checking dependency style of g++... gcc3 checking how to run the C++ preprocessor... g++ -E checking for a BSD compatible install... /usr/bin/install -c checking for ranlib... ranlib checking build system type... configure: error: cannot guess build type; you must specify one [ip68-3-13-109:~/Desktop/plib-1.6.0] johnmacmullin% Any suggestions to get the configure to run to completion? Again, please understand that I am a complete novice with these things. Your patience is greatly appreciated. John |
From: Ludwig A. <lj...@gm...> - 2003-05-08 15:12:31
|
Dear people, im trying to install plib-1.6.0 on my linux(SUSE 7.2) box. but the ./configure- script always exits with the message checking for GL/gl.h... yes checking for GL/glut.h... no configure: error: GLUT header file not found but: glut.h sits next to gl.h, in /usr/include/GL/. (i believe this is the file from the "mesaglut-devel"-package which i have installed.) i had the same problem with gl.h, but this could be resolved by copying a "gl.h" file from an nvidia driver package (1541), which i (or the great linux directory goddess called "make install") installed in a somewhat strange place ( /usr/share/doc/packages/andsoon/...). hoping to address the right people, i would like to ask the following two questions: 1. what can i do to get things to work? 2. theoretically interesting: why doesnt ./configure find glut.h, when it finds gl.h and these two files are in the same directory? thank you in advance for your help. i think my question is a little trivial, but i am quite unexperienced with those directory-package dependency-affairs. ludwig |
From: Simon <sim...@ho...> - 2003-05-07 11:48:39
|
Hi again, the app that I made in Borland on windows used some modified plib files. I downloaded the plib 1.6 source from the site again (in Linux this time though) I didn't install them but instead just copied my include/plib files into usr/include. All I want to do is build my app on Linux. With no knowledge of manually making files I opted to use kylix3 open or kylix3 enterprise trial. After building a new project and adding the files in the same way I did in Borland I get a missing header file problem on building. What I was wondering was: 1. How do I install a customised plib on Linux? Is it a case of installing plib 1.6 "as is" from your site and then copying my files over the installed ones? I mainly use pui out of the whole of plib and have replaced almost all the 1.6 files with the latest cvs released files. On windows installing these was just a case of copying over the include/plib/pui files. 2. Does everyone manually make make files in Linux or is there a nice c++ ide that I can use to do it for me, kylix3 seems a bit juttery. 3. How can I package my application so that it can be used as a source distribution and also as a binary distribution? -Thanks in advance -Simon ps. Thanks to Steve for his earlier reply, just finished installing glut when I read it. |
From: Steve B. <sjb...@ai...> - 2003-05-05 13:07:42
|
Simon wrote: > Hi all, I?ve made my application with plib and Borland builder 6 on my > windows platform. I want to make my application work on linux. I?ve > got redhat linux 7.3 installed on a vmware machine. I was hoping you > could help me out by suggesting things I need to do. I should point out > that I have no knowledge of programming under linux. Here are my > questions: Well, if you used only PLIB calls (and perhaps some OpenGL and GLUT) then it should port to Linux with minimal problems. However, if you used a ton of Windoze API calls for things like opening windows and driving the GUI, then you may have a major rewrite on your hands. > Does plib work with redhat linux 7.3 straight out of the box or do I > need to modify one or both installations? No - it should work straight out of the box. > What do I use to program c++ on Linux, is it gcc? Yes - the C++ compiler is called 'g++' - but it's really just gcc. > Is glut installed on Linux as default or do I need to install it myself? I don't think RedHat installs it by default - but I could be wrong about that. You should be able to find an RPM for it - but (as with ALL other libraries), be sure to specify that you want the DEVELOPER version of the RPM - otherwise it probably won't install the header files. > I?m a little confused on what I read about openGL implementations on > Linux. I keep hearing about mesa. I?ve not modified the openGL library > myself within my app so do I need to install the openGL source and > compile it on Linux or can I just get hold of some binaries? Mesa is an OpenSourced implementation of OpenGL - depending on what graphics card you have, you may want to use Mesa - or some other OpenGL driver. If you have an ATI Radion or an nVidia card - use the drivers on their respective web sites. Otherwise you'll probably want Mesa. There are a couple of 3D cards that don't have free drivers (eg 3DLabs) and you'd have to *buy* a 3rd party commercial driver from a company like XiG (they charge a small fortune though - it would be cheaper to buy a different graphics card!). There are also some 3D cards which are completely unsupported under Linux. What hardware do you have? ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Simon <sim...@ho...> - 2003-05-05 10:46:36
|
Hi all, I've made my application with plib and Borland builder 6 on my windows platform. I want to make my application work on linux. I've got redhat linux 7.3 installed on a vmware machine. I was hoping you could help me out by suggesting things I need to do. I should point out that I have no knowledge of programming under linux. Here are my questions: Does plib work with redhat linux 7.3 straight out of the box or do I need to modify one or both installations? What do I use to program c++ on Linux, is it gcc? Is glut installed on Linux as default or do I need to install it myself? I'm a little confused on what I read about openGL implementations on Linux. I keep hearing about mesa. I've not modified the openGL library myself within my app so do I need to install the openGL source and compile it on Linux or can I just get hold of some binaries? Anyone have a tutorial or guide that might help? I read this somewhere on how to find what openGL version I have installed under Linux. Rpm -qa | grep glibc Gives me: Compat-glic-6.2-2.1.3.2 Glibc-kernheaders-2.4-7.14 Glibc-common-2.2.5-34 Glibc-devel-2.2.5-34 Glibc-2.2.5-34 On windows I used the openGL binary that came with XP. Sorry for asking really dumb questions but I really don't have a clue about what I'm supposed to do. Thanks in advance -simon |
From: sickz6sickz <sic...@ho...> - 2003-05-05 10:46:00
|
Hi all, I've made my application with plib and Borland builder 6 on my windows platform. I want to make my application work on linux. I've got redhat linux 7.3 installed on a vmware machine. I was hoping you could help me out by suggesting things I need to do. I should point out that I have no knowledge of programming under linux. Here are my questions: Does plib work with redhat linux 7.3 straight out of the box or do I need to modify one or both installations? What do I use to program c++ on Linux, is it gcc? Is glut installed on Linux as default or do I need to install it myself? I'm a little confused on what I read about openGL implementations on Linux. I keep hearing about mesa. I've not modified the openGL library myself within my app so do I need to install the openGL source and compile it on Linux or can I just get hold of some binaries? Anyone have a tutorial or guide that might help? I read this somewhere on how to find what openGL version I have installed under Linux. Rpm -qa | grep glibc Gives me: Compat-glic-6.2-2.1.3.2 Glibc-kernheaders-2.4-7.14 Glibc-common-2.2.5-34 Glibc-devel-2.2.5-34 Glibc-2.2.5-34 On windows I used the openGL binary that came with XP. Sorry for asking really dumb questions but I really don't have a clue about what I'm supposed to do. Thanks in advance -simon |
From: Steve B. <sjb...@ai...> - 2003-05-01 21:53:13
|
Gopal Mor wrote: > - I should be able to switch between ortho and perspective projections > > -I should be able to zoom in/ zoon out. > > - I should be able to set line color and fill color ( preferable fill > pattern ) > > - Hide/unhide a type of polygons ( e.g. all rectangles ) > > - When mouse is moving, it should display the current position (only x > and y) in the scene along with cursor in Ortho projection. > > > > Will PLIB ( specially SSG ) be sufficient for above requirements ? The (sadly defunct) PrettyPoly project did all of those things with SSG - although it did take a little trickery. Download the CVS version of PrettyPoly (http://prettypoly.sf.net) to see how it was done. I forget the details. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Gopal M. <mor...@ya...> - 2003-05-01 14:04:14
|
Hi, I am trying to use PLIB in an application, in which I need to display some lauouts like autocad with ortho as well as perspective projections. The layout that I need to display contains a set of polygons with different vertexes. In both the projections, - I should be able to switch between ortho and perspective projections -I should be able to zoom in/ zoon out. - I should be able to set line color and fill color ( preferable fill pattern )- Hide/unhide a type of polygons ( e.g. all rectangles )- When mouse is moving, it should display the current position (only x and y) in the scene along with cursor in Ortho projection. Will PLIB ( specially SSG ) be sufficient for above requirements ? If above requiements can be fulfilled using PLIB, then I can write a loader which will convert my data into PLIB scene. Thanks in advance. Gopal --------------------------------- Do you Yahoo!? The New Yahoo! Search - Faster. Easier. Bingo. |
From: Simon <sim...@ho...> - 2003-04-29 21:32:43
|
Hi all, I've got this annoying problem were if I type more than 38-40 digits into either an puInput or a puLargeInput it will crash. If theres any other character in there its fine. Is there a way around this? I cant seem to find a callback for when a key is pressed. I don't really want to modify the puInput class but just in my code. I thought if I could link a callback to each key press then I could stop the user entering data when say 30 characters had been entered. Any ideas? -simon |
From: Steve B. <sjb...@ai...> - 2003-04-29 21:09:04
|
jeanfrancois.chalbos wrote: > I have a problem when I change my program's resolution. > ==> TEXTURES DISAPPEARED > > I used glut and ssg (with 3ds import objects). > > It's happen when I destroy the current window > and create another one. If you delete the current rendering context, then all existing textures will be lost because OpenGL deletes them. SSG doesn't know you did this - so it presumes the textures are still there. The only thing I can think of is to ensure that textures are shared between graphical contexts (I think that's the default with GLUT) - and to make sure to open the new rendering context BEFORE you delete the old one. I've never actually tried that - but in theory it should work. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |
From: Paolo L. <p.l...@ci...> - 2003-04-29 09:13:10
|
jeanfrancois.chalbos wrote: > > I have a problem when I change my program's resolution. > ==> TEXTURES DISAPPEARED > > I used glut and ssg (with 3ds import objects). > It's happen when I destroy the current window > and create another one. Jean Francois, as to my knowledge of GLUT&OpenGL under Windows, textures are resources of the window context, so when you destroy a window you loose all its resources. Textures loading during ssgLoad implicitly occurs in the current window context (which has to be created before calling ssgInit), so the window you keep open when ssgLoad is the one which holds all texture data. My suggestion is to not destroy the first window, yet possibly hide it (don't know the GLUT hide function) and, after had open the new window, share the textures between the two by means of the wglShareLists function. The following code should help you: // // till now you have the old window open // HGLRC oldwin_ctx = wglGetCurrentContext(); // // open the new window // glutCreateWindow( "..." ); HGLRC newwin_ctx = wglGetCurrentContext(); // // share textures (and display list also) between the two // if ( !wglShareLists( newwin_ctx, oldwin_ctx ) ) fprintf( stderr, "sharing error %d\n", GetLastError() ); Obviously this approach is also suitable when one wants to load data once and display in two or more windows. I red somewhere that in GLX texture sharing between windows is the default instead. Greetings - Paolo Leoncini |
From: jeanfrancois.chalbos <jea...@wa...> - 2003-04-29 08:12:19
|
Hi everybody, Plib is an excelent library :-) I have a problem when I change my program's resolution. =3D=3D> TEXTURES DISAPPEARED I used glut and ssg (with 3ds import objects).=20 It's happen when I destroy the current window and create another one. Can you help me ? Thank you in advance JEF |
From: sickz6sickz <sic...@ho...> - 2003-04-28 19:50:04
|
Hi all, I've made a fix for what I think is a bug in the puLargeInput class. I stumbled across this when I was using a large input with wrappable text. Sometimes when at the beginning of an empty input if the user tried to go left (left arrow) then it would crash my application out. There wasn't anything to catch if it was wrappable in one section of the code. Im using puLargeInput.cxx,v 1.46. In the checkKey method, within the key switch statement I amended as follows: case PU_KEY_LEFT : case PU_KEY_RIGHT : if ( key == PU_KEY_LEFT ) { //If bottem slider code done by DM. This stops it crashing out sometimes when wrappable text is used. //there is no bottem scrollbar with wrapped text and this would make the app die when the user left //cursored before the start of the 1st line. This is fixed. cursor_position-- ; /* Left key pressed */ if ( bottom_slider ) { if (old_text [ cursor_position ] == '\n') bottom_slider->setValue( ( (prev_line_width - box_width)<0 ) ? 0.0f : float(prev_line_width+10) /max_width); /* If the cursor is going off the left edge of the box, scroll left. */ else if ((bottom_value*max_width) > line_width_to_cursor+5) { bottom_slider->setValue( ((bottom_value*max_width)-(box_width/2)-5)<0 ? 0.0f : ((bottom_value*max_width)-(box_width/2)-5)/max_width ) ; } } } else { cursor_position++ ; /* Right key pressed */ if ( bottom_slider ) { if (old_text [ cursor_position-1 ] == '\n') bottom_slider->setValue(0.0f) ; else if ((bottom_value*max_width)+(box_width) < line_width_to_cursor+5) { bottom_slider->setValue( ((bottom_value*max_width)+(box_width/2)+5)/max_width ) ; } } } select_start_position = select_end_position = cursor_position ; break ; Hope I helped -simon |
From: torcs <to...@fr...> - 2003-04-27 09:03:01
|
Michael Douglas wrote: > > > > > that does sound right, i recently downloaded the new nvidia drivers as > well. > > x11-devel rpm? i cant seem to find this anywhere, exactly what would it > be called? the closest i can find is x11ada-devel is this right? (this > doesnt change anything) Sorry, it was XFree86-devel. > > i dont really know what i'm talking about :D > > thanks, > Mike D > > Bye, Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
From: Michael D. <ran...@ho...> - 2003-04-27 06:42:02
|
that does sound right, i recently downloaded the new nvidia drivers as well. x11-devel rpm? i cant seem to find this anywhere, exactly what would it be called? the closest i can find is x11ada-devel is this right? (this doesnt change anything) i dont really know what i'm talking about :D thanks, Mike D >From: pli...@li... >Reply-To: pli...@li... >To: pli...@li... >Subject: plib-users digest, Vol 1 #496 - 2 msgs >Date: Sat, 26 Apr 2003 20:06:49 -0700 > >Send plib-users mailing list submissions to > pli...@li... > >To subscribe or unsubscribe via the World Wide Web, visit > https://lists.sourceforge.net/lists/listinfo/plib-users >or, via email, send a message with subject or body 'help' to > pli...@li... > >You can reach the person managing the list at > pli...@li... > >When replying, please edit your Subject line so it is more specific >than "Re: Contents of plib-users digest..." > > >Today's Topics: > > 1. plib installation troubles (Michael Douglas) > 2. Re: plib installation troubles (torcs) > >--__--__-- > >Message: 1 >From: "Michael Douglas" <ran...@ho...> >To: pli...@li... >Date: Sun, 27 Apr 2003 09:28:09 +1200 >Subject: [Plib-users] plib installation troubles >Reply-To: pli...@li... > >'hoping this is the right place' > >i hav mandrake linux 9.0 and i'm installing plib so i can use the flight >simulator, Flight Gear. I can unpack plib and run ./configure but when i >then type make it gets about halfway then comes up with a whole lot of >errors like this- >/usr/include/GL/glu.h:318: syntax error before `void' >/usr/include/GL/glu.h:320: syntax error before `GLAPIENTRY' >can sum1 please tell me what this means and suggest how i can fix it and >get >plib going so i can run flight gear? >any help greatly appreciated. >sry if this is the wrong place to be posting this stuff, >Mike D > > >_________________________________________________________________ >Download MSN Messenger @ http://messenger.xtramsn.co.nz - talk to family >and friends overseas! > > > >--__--__-- > >Message: 2 >Date: Sun, 27 Apr 2003 00:06:22 +0200 >From: torcs <to...@fr...> >To: pli...@li... >Subject: Re: [Plib-users] plib installation troubles >Reply-To: pli...@li... > >Michael Douglas wrote: > > 'hoping this is the right place' > > > > i hav mandrake linux 9.0 and i'm installing plib so i can use the flight > > simulator, Flight Gear. I can unpack plib and run ./configure but when > > i then type make it gets about halfway then comes up with a whole lot of > > errors like this- > > /usr/include/GL/glu.h:318: syntax error before `void' > > /usr/include/GL/glu.h:320: syntax error before `GLAPIENTRY' > > can sum1 please tell me what this means and suggest how i can fix it and > > get plib going so i can run flight gear? > > any help greatly appreciated. > > sry if this is the wrong place to be posting this stuff, > > Mike D > > > >I had that once on my Mdk 9.0 after installing new Nvidia >drivers. > >I did not investigate much, but after reinstalling >(with --force) the X11-devel rpm every thing was OK. > >Bye, >Eric Espie. >-- >=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= > TORCS > The Open Racing Car Simulator > AKA The Other Release Coming Soon (Skin'r) > http://torcs.org >=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= > > > > >--__--__-- > >_______________________________________________ >plib-users mailing list >pli...@li... >https://lists.sourceforge.net/lists/listinfo/plib-users > > >End of plib-users Digest _________________________________________________________________ Download MSN Messenger @ http://messenger.xtramsn.co.nz - add your friends! |